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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Green Lantern

    MEGA FIST AD LANTERN

    A Green Lantern guide by phydeaux
    Last updated: Jan 8th, 2014
    Link to guide: www.dawnbase.com/guides/mega-fist-ad-lantern
    3,720 1
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    The MEGA FIST AD Lantern Guide (Gotham Heights)

    Did you know that it's possible to build Green Lantern as a marksman? Well, you sort of can, and I'll show you how.

    First off, some advantages to actually doing this:
    [list]
  • Green Lantern has one of the best slows in the game (as of writing this, 2.5 seconds at 70% slow), which lets you kite around a target while punching him in the face.
  • Green Lantern has an extra crowd control with his Ult if you land it right, which can also let you get off an extra auto attack.
  • Early game, your ability's straight damage is more important than the scaling power damage you get off it, so having a buff on your auto-attack gives you more damage early game than a power damage item.
    [/list]
    Amplifiers/Mods:
    [list]
  • +9 damage Atomic Axe (1)
  • +13 damage Coda Blade (3)
  • +13 damage [[Deathstroke's Claymore (1)]]
    [/list]
    Amplifiers/Augments:
    [list]
  • There's a bit of flexibility here depending on if you prefer to have more power early or late game.
  • For early game, get flat attack damage, and attack penetration.
  • For late game, get attack penetration and crit chance. Plus crit chance is fun to get for the giant fist auto-attack.
    [/list]
    About the item build:

    The general theory behind the item build is you need a ton of attack damage early because Green Lantern has no steroid to increase how fast he attacks (e.g. like Mecha Wonderwoman's Celerity) or how much damage each hit does (e.g. a proc like Cyborg's Tracer Shot) And then after you get damage you can focus on attack speed and critical chance since the percentage increases are better than flat increases in damage.

    Early Game Items

    Start out with the 1250 cost Atomic Axe (1). With the Mod you get 39 attack damage and some attack penetration off the bat, which will help for your first fight- note that you will not be upgrading the Axe for a long time (if ever) because you just need attack damage early and not any more extra penetration. The second tier Axe doesn't have that great of a attack damage per credit value.

    (Note that this starting build is actually not bad for any ranged power damage champion even if you decide to go power damage later because it gives you a lot of sustained damage for the initial engagement- you get to use your power damage skills and in addition your sustained auto-attacks do a lot of damage too.)

    When you go back to base, get 3 ranks of Coda Blade (3) (the build-up is nice since you only need 500 for each of the first two.) The third rank is also very credit-efficient because of the mod. Similar to the Atomic axe, you don't want to get any more ranks because the attack damage per credit value is not useful past that third rank and neither is the penetration this early on.

    Next, save up 1500 (you can buy Promethium Mace (4) to build up to it if you want or [[Hawkman's Harness (4)]]) and get [[Deathstroke's Claymore (1)]]. Because of the Mod you also get a very cost-efficient item here, and you now will have enough attack damage that the percent increased attack speed (IAS) will also be pretty worthwhile since it increases your damage per second.

    Now, with those 3 items you built almost strictly for attack damage, you can start building the Velocity 9 Implants (4) (V9s). I recommend finishing this item because the ability on the top tier allows you to kite really well which you will have to do since if anyone catches you and locks you down you will die instantly because you are made of paper.

    Mid/Late Game Items

    With your V9s complete, you have a number of options.

    If you want to do more damage immediately, you can finish the [[Deathstroke's Claymore (2)]] to get the proc off of it, which is now very worthwhile with your increased attack speed from the V9s.

    You can start building [[Joe Chill's Revolver (4)]] to get even more damage and crit percentage, which is equivalent to a percentage damage increase. Since you have a lot of base damage now, any percent damage increases are much more valuable (and the crit is also a great way to surprise an enemy who thinks he has you beat.)

    You can finish the Coda's and Atomic Axe at mid and late game respectively. Finishing both is probably not necessary unless your opponents stack a lot of attack armor items and you may want to sell and trade the Coda for something else if you are going to finish the Atomic Axe.

    If you need to counter a bruiser or assassin that can jump on you, I would recommend the soft defensive items Sword Of Beowulf (3) if your opponent is Power Damage (e.g. Flash, Shazam) or Claw Of Horus (3) if your opponent is Attack Damage (e.g. Batman, Gaslight Catwoman, Nightmare Batman.) If you really are having trouble, the HARD versions of those defensive items are Entropy Aegis (4) for power damage and Suit Of Sorrows (4) for attack damage. However, you should try to only build 1 hard defensive item and 1 softer defensive item if you have to, because you will not have enough damage to kill anybody late game if you build any more defensive items.

    Finally, some other options are [[Cheetah's Claw (4)]] for the lifesteal if you are getting burned down not instantly while kiting (possibly from another marksman or an enforcer who you can out-lifesteal their damage) so you can sustain in a longer fight, and Zeiss Goggles (4) if you really enjoy the critical chance and you have for sure somebody to tank for you when you use the active ability on it or use it to finish someone off.

    General Playing strategy:

    Against an opponent that can't jump you, you can get an auto-attack and safe drop (Q) off right off the bat, then when you are engaged (or if the opponent tries to run), dump the slow (W) off on him. At this point you attack, move, attack, move to try to burn him down like any other marksman. Later in the game you can also use your ult to finish someone off or stun them if they catch up to you. Note that very late in the game, you may almost never use your Q ability because in the same time you would have gotten an auto-attack off that would do more damage than the ability. Don't forget though that using an ability on a slowed target with lower the cooldown on the W so you can use it again to kite more, so you may need to balance that out with using auto-attacks.

    Try to get allies to tank for you while you auto-attack from the back lines. If you are part of the initial engagement top with 4v4, this should be fairly easy- if your enemies turn on you specifically, use your W to slow whoever goes on you and kite them as much as possible and hope your allies peel those enemies off you before you die. Don't forget your super speed can help you kite too- some newer players use it strictly to run away but you can still keep attacking while sped-up.

    Because you are so fragile, make sure you know where your enemies are when walking into invisible areas of the map. With your W and ultimate up you will be able to 1v1 most squishy opponents by kiting them around but really tanky opponents may be harder to 1v1 unless you went with the [[Cheetah's Claw (3)]] build.

    Final Notes:

    You can actually run this build on pretty much any ranged champion, but its primary use is for champions that don't have much built-in to do attack damage. I find this build somewhat effective on:
    Harley Quinn- even better because some of her abilities scale on attack damage
    Joker- you can use Mr. Punchy to crowd-control any opponent that goes on you, and his blink to help you kite
    I have had less luck with Poison Ivy and Zatanna; Ivy's crowd control is not as good since it's easy to dodge her seed projectile, and Zatanna's slow is not as good as Green Lantern's, even though it lasts longer. Be a Rabbit ability does cut attack armor in half though, wich can make Zatanna do a lot of damage when it's active with right clicking (a friend of mine used to run AD Zatanna all the time.) I think part of the problem is Zatanna and Ivy's base attack damage and attack speed make it hard to run AD builds on them now.

    Thanks for reading this guide, and I hope you enjoy running this build. This may not be the optimal build for Green Lantern, but I think you will have a lot of fun with it. Happy hunting!
  • Latest comments
    I feel like I should thumbs down this gudie because it wasn't titled "Fisting your opponents AD GL" or something along those lines :D
    9:27 pm, Jan 8th, 2014